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The VP 10.6 beta thread

beta 10.6 beta

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#41 bord

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Posted 02 November 2018 - 10:36 PM

Is it possible to allow mesh textures to behave like flashers? For example, Image A/Image B and a variety of image blend options? Would really make texture changing based on lighting states easy and attractive.

I don't want to go that way. Flashers are simple plates where you combine two separate textures and blend them together into the frame buffer.
Doing that with meshes would add another layer of complexity and than it's hard to add other lighting options in the next versions.

Is there an alternate feature that could aid in fading textures without many iterations of a texture being essentially animated w/ a timer? It would be great to fade from textureGIon and textureGIoff and not have to render or Photoshop the steps in between. Giving the textures flasher features is just my limited idea of how this might be accomplished. Maybe you guys can think of something more streamlined.

#42 fuzzel

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Posted 03 November 2018 - 11:58 AM

 

 

If the playfield can be a primitive now, there must be a way to display the texture in the editor. Otherwise there is no possibility to place all objects correctly as the drilled holes in the playfield can not be seen anymore.

That is still possible. There is no change in the editor. You see the playfield and the additional primitive. Move the prim to a hidden layer and enable the playfield image in the editor as usual. 

 

 

OK, but on raised playfields (like mini playfields or such) that are done with primitives you can not see the texture at all. So please display at least a low resolution texture for that kind of primitives.

 

I think I found a solution to this and it will be available in the next update ;) As a side note: you can always work around this problem by using a temporary wall as raised playfield. Place all parts and replace the wall with a primitive later on.


 

 

Is it possible to allow mesh textures to behave like flashers? For example, Image A/Image B and a variety of image blend options? Would really make texture changing based on lighting states easy and attractive.

I don't want to go that way. Flashers are simple plates where you combine two separate textures and blend them together into the frame buffer.
Doing that with meshes would add another layer of complexity and than it's hard to add other lighting options in the next versions.

Is there an alternate feature that could aid in fading textures without many iterations of a texture being essentially animated w/ a timer? It would be great to fade from textureGIon and textureGIoff and not have to render or Photoshop the steps in between. Giving the textures flasher features is just my limited idea of how this might be accomplished. Maybe you guys can think of something more streamlined.

 

Toxie played arround with a more global light hack for all elements but it's not perfect. That is one reason not to add lightmaps support to primtives. The only alternative afaik is using flashers as an overlay to a mesh. Not perfect and complicated to look right but that's already available.



#43 toxie

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Posted 03 November 2018 - 12:10 PM

Mentioned in the old 10.5 thread - I feel it is bordeline to be called a bug.

 

I think it would make more sense if you in sound-manager choose 'reimport from', that if the old sound has x/y coordinates set, They should be re-used instead of zeroed out.

 

Will be fixed in the next update..



#44 fuzzel

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Posted 03 November 2018 - 12:35 PM

rev3541 is up:

 

- add support for showing the image of a primitve mesh in the editor. Far from perfect!
- re-use existing sound settings if re-importing a sound file and delete an unused IDC in the sound manager
- make file version match the VPX version to avoid confusion
- map digital plunger position to same range as mech
 

A note for the "Display Image in Editor" feature for primitives: Due to the odd Windows GDI render pipeline rendering a texture of a mesh won't work 100% and can look really ugly. But it can be really usefull for flat meshes like playfields or plastics to place things. Beware that this option can have a huge impact on the editor performance when enabled on meshes with a high polygon count.



#45 bord

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Posted 03 November 2018 - 12:58 PM

rev3541 is up:
 


Wow. Cool update. So far 10.6 has been awesome.

#46 CARLOSGUIZZO

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Posted 03 November 2018 - 02:15 PM

Is it possible to add support for compressed sounds, like the ogg format?

I'm sure JP would be very happy with this feature. ;)

It's impossible only if you believe so. ;)


#47 Thalamus

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Posted 03 November 2018 - 02:57 PM

Excellent work as usual from you devs. I've wondered more than once what drives you core dev to be so friggin awsome and doing this work for free. I came back around late 2017 ish. And since then the you've put up hour upon hours of top notch stuff by request. I'm sure you did before that as well. Honestly, you are the guys that drives this awesome community forward and we simply can NEVER thank you enough !!!


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#48 bassgeige

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Posted 03 November 2018 - 03:03 PM

They know that every work is priceless as everyone is also pricelessly! :D



#49 fuzzel

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Posted 03 November 2018 - 04:34 PM

Is it possible to add support for compressed sounds, like the ogg format?

I'm sure JP would be very happy with this feature. ;)

This is requested so many times but it's not that easy to add this in the current code base (VP uses plain DirectSound API). We would like to add multiple sound formats (at least mp3 and wav) but we have to rework the sound output to use DirectShow or the BASS library.



#50 jpsalas

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Posted 03 November 2018 - 04:43 PM

 

Is it possible to add support for compressed sounds, like the ogg format?

I'm sure JP would be very happy with this feature. ;)

This is requested so many times but it's not that easy to add this in the current code base (VP uses plain DirectSound API). We would like to add multiple sound formats (at least mp3 and wav) but we have to rework the sound output to use DirectShow or the BASS library.

 

I thought you had moved already to use the BASS library. I thought that since we have the bass.dll distributed with both VPX and vpinmame. Well, I'll keep waiting :)


If you want to check my latest uploads then click on the image below:

 

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#51 fuzzel

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Posted 03 November 2018 - 04:44 PM

The bass library is only used for the background music not for the sound effects.



#52 BorgDog

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Posted 03 November 2018 - 04:45 PM

rev3541 is up:

 

- add support for showing the image of a primitve mesh in the editor. Far from perfect!
- re-use existing sound settings if re-importing a sound file and delete an unused IDC in the sound manager
- make file version match the VPX version to avoid confusion
- map digital plunger position to same range as mech
 

A note for the "Display Image in Editor" feature for primitives: Due to the odd Windows GDI render pipeline rendering a texture of a mesh won't work 100% and can look really ugly. But it can be really usefull for flat meshes like playfields or plastics to place things. Beware that this option can have a huge impact on the editor performance when enabled on meshes with a high polygon count.

 

Thanks for the update on the plunger.position, it appears to be working   :otvclap:



#53 toxie

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Posted 04 November 2018 - 07:37 AM

@Thalamus: Thanks a lot!

 

For me it's definetly this great community here (and at the other forums) and the tons and tons of releases that always push VPX forwards.



#54 Pin-Pete

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Posted 04 November 2018 - 07:38 PM

No sound on flippers, DTargets and bumpers. :(


Greetings:Petri


#55 toxie

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Posted 04 November 2018 - 08:47 PM

??? Which table, and what is your sound setup (sound settings screenshot for example)?



#56 Pin-Pete

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Posted 04 November 2018 - 09:03 PM

??? Which table, and what is your sound setup (sound settings screenshot for example)?

All tables with latest rev and newest scripts. 


Greetings:Petri


#57 3rdaxis

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Posted 05 November 2018 - 01:51 PM

Hey guys, just wanted to say that I love where you're going with 10.6 and am looking forward to using some of the new features. If I could make one suggestion as a 3d modeler, and this is something I wish VP had a long time ago was a side view in the editor for elevations to see where my objects are positioned on their "Z" axis. Or their..... 3rdaxis;) This would be so incredible to have especially for lining up ramp elevations and object placements that occupy the same XY positions. 



#58 fuzzel

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Posted 05 November 2018 - 01:59 PM

Hey guys, just wanted to say that I love where you're going with 10.6 and am looking forward to using some of the new features. If I could make one suggestion as a 3d modeler, and this is something I wish VP had a long time ago was a side view in the editor for elevations to see where my objects are positioned on their "Z" axis. Or their..... 3rdaxis;) This would be so incredible to have especially for lining up ramp elevations and object placements that occupy the same XY positions. 

Yeah I know other users requested that feature too. I don't want to say never but we haven't planned to update the editor to add 3D modeling tool functions. The whole editor architecture isn't designed for such stuff and adding such feature would be a complete rebuild of the editor.

#59 3rdaxis

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Posted 05 November 2018 - 02:01 PM

I can appreciate that. 



#60 wrd1972

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Posted 05 November 2018 - 02:36 PM

Toxie/Fuzzel,

Any word on maybe getting these added:

  • Global PF reflections on/off
  • Global PF reflection strength
  • Global game play difficulty
  • Global reflect elements on playfield on/off
  • Global reflect objects on playfield strength

These would be valuable to the folks that standardize all of the tables in ones collection. It is also useful for resolving performance related issues.

 

 

Also has the "maintain pics and sound descriptions" when exporting/importing feature been implemented yet?

 

Great work as usual guys. Many thanks.


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